Example #1
0
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            ScreenManager.Game.IsMouseVisible = true;

            PlayerIndex playerIndex;
            int state = -2;
            var prevButton = mSelectedButton;

            if (input.IsNextButton(ControllingPlayer))
            {
                do
                    mSelectedButton = (mSelectedButton + 1) % Buttons.Count;
                while(Buttons[mSelectedButton].State == Button.ButtonState.Inactive);
            }
            if (input.IsPreviousButton(ControllingPlayer))
            {
                do
                    mSelectedButton = (mSelectedButton - 1 + Buttons.Count) % Buttons.Count;
                while(Buttons[mSelectedButton].State == Button.ButtonState.Inactive);
            }

            for(int i = 0; i < Buttons.Count; i++)
                if (Buttons[i].Contains(input.CurrentMouseState.X, input.CurrentMouseState.Y) && input.IsNewMouseState()
                    && Buttons[i].State != Button.ButtonState.Inactive)
                {
                    mSelectedButton = i;
                    if (input.IsNewLeftMouseClick())
                    {
                        state = i;
                    }
                }

            if (prevButton != mSelectedButton)
            {
                Buttons[prevButton].State = Button.ButtonState.Active;
                Buttons[mSelectedButton].State = Button.ButtonState.Selected;
            }

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex) && !input.IsNewLeftMouseClick())
            {
                state = mSelectedButton;
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                state = -1;
            }

            switch (state)
            {
                case -2:
                    break;
                case -1:
                    if (Cancelled != null)
                        Cancelled(this, new PlayerIndexEventArgs(PlayerIndex.One));

                    ExitScreen();
                    break;
                default:
                    ExitScreen();
                    Buttons[state].RaiseEvent();
                    break;
            }
        }
Example #2
0
        /// <summary>
        /// Responds to user input, changing the selected entry and accepting
        /// or cancelling the menu.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            var before = selectedEntry;

            // Move to the previous menu entry?
            if (input.IsMenuUp(ControllingPlayer))
            {
                selectedEntry--;
            }

            // Move to the next menu entry?
            if (input.IsMenuDown(ControllingPlayer))
            {
                selectedEntry++;
            }

            selectedEntry = (int)MathHelper.Clamp(selectedEntry, 0, MenuEntries.Count - 1);

            if (!menuEntries[selectedEntry].HandleMouseInput(input))
                for (int i = 0; i < menuEntries.Count; i++)
                {
                    if(menuEntries[i].HandleMouseInput(input))
                    {
                        selectedEntry = i;
                        break;
                    }
                }

            if(selectedEntry != before)
            {
                menuEntries[before].State = UIState.Active;
                menuEntries[selectedEntry].State = UIState.Selected;

                AudioSettings settings = (ScreenManager.Game as HalfCakedGame).CurrentProfile.Audio;

                if(EntryFocusChanged != null)
                    EntryFocusChanged.Play(settings.SoundEffectsVolume / 500f, 0f, 0f);
            }

            // Accept or cancel the menu? We pass in our ControllingPlayer, which may
            // either be null (to accept input from any player) or a specific index.
            // If we pass a null controlling player, the InputState helper returns to
            // us which player actually provided the input. We pass that through to
            // OnSelectEntry and OnCancel, so they can tell which player triggered them.
            PlayerIndex playerIndex;

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex))
            {
                OnSelectEntry(selectedEntry, playerIndex, 0);
            }
            else if (menuEntries[selectedEntry].ChangesValue && input.IsNextButton(ControllingPlayer))
            {
                OnSelectEntry(selectedEntry, playerIndex, 1);
            }
            else if (menuEntries[selectedEntry].ChangesValue && (input.IsPreviousButton(ControllingPlayer)))
            {
                OnSelectEntry(selectedEntry, playerIndex, -1);
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                OnCancel(playerIndex);
            }
        }
        /// <summary>
        /// Responds to user input, accepting or cancelling the message box.
        /// </summary>
        public override void HandleInput(InputState input)
        {
            ScreenManager.Game.IsMouseVisible = true;

            PlayerIndex playerIndex;
            int state = -1;
            var prevButton = mSelectedButton;
            Vector2 mousePos = new Vector2(-1, -1);

            if(Buttons.Any(x => x.State != UIState.Inactive))
                if (input.IsNextButton(ControllingPlayer))
                {
                    do
                        mSelectedButton = (mSelectedButton + 1) % Buttons.Count;
                    while (Buttons[mSelectedButton].State == UIState.Inactive);
                }
                else if (input.IsPreviousButton(ControllingPlayer))
                {
                    do
                        mSelectedButton = (mSelectedButton - 1 + Buttons.Count) % Buttons.Count;
                    while (Buttons[mSelectedButton].State == UIState.Inactive);
                }

            for(int i = 0; i < Buttons.Count; i++)
                if (Buttons[i].HandleMouseInput(input))
                {
                    mSelectedButton = i;
                    if (input.IsNewLeftMouseClick())
                    {
                        state = i;
                        return;
                    }
                    break;
                }

            if (prevButton != mSelectedButton)
            {
                if(prevButton >= 0)
                    Buttons[prevButton].State = UIState.Active;
                Buttons[mSelectedButton].State = UIState.Selected;
            }

            if (input.IsMenuSelect(ControllingPlayer, out playerIndex) && !input.IsNewLeftMouseClick())
            {
                state = mSelectedButton;
            }
            else if (input.IsMenuCancel(ControllingPlayer, out playerIndex))
            {
                state = -2;
            }

            switch (state)
            {
                case -1:
                    break;
                case -2:
                    if (Cancelled != null)
                        Cancelled(this, new PlayerIndexEventArgs(playerIndex));

                    ExitScreen();
                    break;
                default:
                    Buttons[state].OnPressedElement(playerIndex, 0);
                    break;
            }
        }